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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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moonraker808 Secret Agent

Joined: 29 Dec 2006 Posts: 252
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Posted: Thu Jun 21, 2007 3:50 pm Post subject: |
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Subdrag, now here is a thought. How about an option to quick open the rom?
This is what I mean. First it saves the changes to the rom like the rom quick save, and then it is the equivalent of double clicking on the rom and opens the file in the chosen emulator. So it wouldn't send it to the emulator, it would just save and open in an emulator.
Well it's just a thought, but it would make testing faster. _________________ -moonraker  |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Thu Jun 21, 2007 8:58 pm Post subject: |
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Yeah actually I think I can do that.
Like a Quick Save and Test.
Shift F5? |
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moonraker808 Secret Agent

Joined: 29 Dec 2006 Posts: 252
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Posted: Fri Jun 22, 2007 6:56 am Post subject: |
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yeah exactly! _________________ -moonraker  |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Feb 16, 2008 6:59 pm Post subject: |
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I just thought of a few things, figured I'd bump this topic with them:
A key to "fix" your view, it can be hard to get it back to normal if you've been rotating and moving a lot - I usually end up going to one of my bookmarks to get it back. On that same note, a key that will automatically set your view to looking at the ground, I find it a lot easier to position some objects from an overhead view.
Also, it would be really cool if you could expand 27 objects from their corners. Let me explain with an example, if you were putting glass in a window you could line up a corner in the frame, say bottom-left, then expand it up and to the right without having to recenter it if you didn't get it set perfectly at first. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Sat Feb 16, 2008 7:53 pm Post subject: |
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I was able to have it toggle the view straight to the ground. Press Home or End (diff angles). Press page up or page down to go back to normal. Note it has weird effects sort of though, but you'll see.
That 27 preset sizing would be useful, would have to recenter the pads (actually move the center) to do, but it should be eventually do-able if I can have it compensating properly. Well, technically I could just only increase the higher value so the lower offset is the same, (and that's how Rare did it), but the way it is now is more intuitive for just regular sizing. Might need a new clicker tool. I'll think about it.
Grab from the beta area for it. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Feb 16, 2008 8:11 pm Post subject: |
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SubDrag wrote: | Grab from the beta area for it. |
Did the url change? The one you PM'd me a few months back isn't working anymore. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Sat Feb 16, 2008 8:15 pm Post subject: |
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Just pm'd you the new one. I fixed the crashing problem as well. Latest installer will reflect this in about 10 mins. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Fri Nov 21, 2008 11:19 pm Post subject: |
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SubDrag wrote: | That 27 preset sizing would be useful, would have to recenter the pads (actually move the center) to do, but it should be eventually do-able if I can have it compensating properly. Well, technically I could just only increase the higher value so the lower offset is the same, (and that's how Rare did it), but the way it is now is more intuitive for just regular sizing. Might need a new clicker tool. I'll think about it. |
Well, I didn't intend to bug you about this, but I decided to find this topic again to make a new suggestion and reread my old one. Has anything come of this? I've got another mission idea floating around my head but it's going to need a lot of glass in a few rooms, and easier placement would be very helpful. Don't worry about it if it's too difficult, I'm just curious.
Now, my new suggestion. The editor currently fills the back side of polygons with the same texture that the front uses, so you can see walls from behind instead of seeing through them. I like this, but it would be great to be able to toggle this feature off occasionally. It could help when using the overhead view (this is a great feature, but it only really works well in rooms with high ceilings/outdoor areas) and it would be good for placing object in cramped areas using the normal view too. A non-editing related use would be making stage maps for the wiki, an overview of the map with parts highlighted, like those that appeared in magazines when the game was released. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Sat Nov 22, 2008 4:52 am Post subject: |
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I didn't think it was necessary to do the sizing thing? I understand why people want it, but I have so little time it just didn't seem worthwhile to focus my efforts on it.
It might not be tough to do the non-back face culling. I should be able to do that for you.
EDIT: I put the code in, and for some odd reason it doesn't seem to be making a difference. Well, I'll try and get this for you eventually. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Nov 22, 2008 8:57 pm Post subject: |
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Resizing from a corner would be useful, but it's not necessary, especially if you don't have the time to work on it.
Same goes for the textures really, if you can't get it working easily. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Sun Nov 23, 2008 7:18 am Post subject: |
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OK, it doesnt' seem like culling will happen. Turns out before it was on NOCULL mode, which means don't do the backfaces...yet it was...so I don't know what's going on. |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue Dec 02, 2008 4:33 am Post subject: |
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Precise placing of objects, rooms, portals, etc with some kind of dialog that allow you to manually input the coordinates. This has come to me with when I attempted my first map import, with two rooms, and tried to put a portal between them.
I would like to just input the coords of each vertex of the portal (numbered/marked somehow on screen and the pertinent dialog for easy identification) instead of dragging it.
Also, as a plus to this (although a bit superfluous), some way to accuratelly click on a vertex to see it's coords, because right now it's nearly impossible to have real certainty of WHERE your cursor has actually landed.
But it's not really necessary since all vertices are on integrer coords you can safely guess them by rounding. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Tue Dec 02, 2008 5:48 am Post subject: |
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There's an export/import portals to text file, which should help you add precise coordinates if need be.
For vertices, you should be able to, in room positions mode, right click on a vertice and open I think the color dialog, which I believe will give you all three coords if I'm not mistaken. |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue Dec 02, 2008 6:58 am Post subject: |
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Oh, good, thanks.
And now that you mention the color dialog. I'm sure it's not a revolutionary idea, and hence probably already considered/discussed and maybe found not to be feasible, but, how about importing color shading from the obj file?
EDIT: Nevermind, from what I can see from what I just imported, it already does. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Tue Dec 02, 2008 3:57 pm Post subject: |
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Yep! It uses Kd. |
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